#include "HelloWorldScene.h"
#include "AppMacros.h"

#include "lodestar/lodestar.h"
#include "System/GameObject.h"
#include "System/GameScheduler.h"
USING_NS_CC;


CCScene* HelloWorld::scene()
{
    // 'scene' is an autorelease object
    CCScene *scene = CCScene::create();
    
    // 'layer' is an autorelease object
    HelloWorld *layer = HelloWorld::create();

    // add layer as a child to scene
    scene->addChild(layer);

    // return the scene
    return scene;
}

// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !CCLayer::init() )
    {
        return false;
    }

    CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, 0, true);
    
    CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
    CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();

    /////////////////////////////
    // 2. add a menu item with "X" image, which is clicked to quit the program
    //    you may modify it.

    // add a "close" icon to exit the progress. it's an autorelease object
    CCMenuItemImage *pCloseItem = CCMenuItemImage::create(
                                        "assets/CloseNormal.png",
                                        "assets/CloseSelected.png",
                                        this,
                                        menu_selector(HelloWorld::menuCloseCallback));
    
	pCloseItem->setPosition(ccp(origin.x + visibleSize.width - pCloseItem->getContentSize().width/2 ,
                                origin.y + pCloseItem->getContentSize().height/2));

    // create menu, it's an autorelease object
    CCMenu* pMenu = CCMenu::create(pCloseItem, NULL);
    pMenu->setPosition(CCPointZero);
    this->addChild(pMenu, 1);

    /////////////////////////////
    // 3. add your codes below...

    // add a label shows "Hello World"
    // create and initialize a label
    
    CCLabelTTF* pLabel = CCLabelTTF::create("Hello World", "Arial", TITLE_FONT_SIZE);
    
    // position the label on the center of the screen
    pLabel->setPosition(ccp(origin.x + visibleSize.width/2,
                            origin.y + visibleSize.height - pLabel->getContentSize().height));

    // add the label as a child to this layer
    this->addChild(pLabel, 1);

    // add "HelloWorld" splash screen"
    CCSprite* pSprite = CCSprite::create("assets/HelloWorld.png");

    // position the sprite on the center of the screen
    pSprite->setPosition(ccp(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));

    // add the sprite as a child to this layer
    this->addChild(pSprite, 0);
    
    // some normal stuff
    mWorld = World::Instance();
    mWorld->init();

    PhysicsScheduler* ps = new PhysicsScheduler();
    ps->initWith(mWorld->getWorld());
    ps->start();

    // ================== Init scene ====================
    // Obstacles
    GameObject* o1 = World::Instance()->createObject();
    o1->setPosition(Vector(1, 1));
    o1->getComponent<Body>()->setBodyType(b2_staticBody);
    addChild(o1->getComponent<SceneNode>()->getNode());

    GameObject* o2 = World::Instance()->createObject();
    o2->setPosition(Vector(1, 2));
    o2->getComponent<Body>()->setBodyType(b2_staticBody);
    addChild(o2->getComponent<SceneNode>()->getNode());

    GameObject* o3 = World::Instance()->createObject();
    o3->setPosition(Vector(2, 1));
    o3->getComponent<Body>()->setBodyType(b2_staticBody);
    addChild(o3->getComponent<SceneNode>()->getNode());

    //  Stearings. 
    GameObject* obj = World::Instance()->createObject();
    obj->setPosition(Vector(0.0f, 5.0f));
    obj->createComponent<AI>()->onStart();
    SceneNode* gc = obj->getComponent<SceneNode>();
    addChild(gc->getNode());

    obj = World::Instance()->createObject();
    obj->setPosition(Vector(1.0f, 3.0f));
    obj->createComponent<AI>()->onStart();
    gc = obj->getComponent<SceneNode>();
    addChild(gc->getNode());

    // Player
    mPlayer = World::Instance()->createObject();
    mPlayer->setPosition(Vector(0,0));
    mPlayer->createComponent<AI>();
    addChild(mPlayer->getComponent<SceneNode>()->getNode());

    return true;
}


void HelloWorld::menuCloseCallback(CCObject* pSender)
{
    CCDirector::sharedDirector()->end();

#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
    exit(0);
#endif
}

void HelloWorld::ccTouchEnded( CCTouch *pTouch, CCEvent *pEvent )
{
    CCLayer::ccTouchEnded(pTouch, pEvent);

    CCPoint p = pTouch->getLocationInView();
    p.x /= 64.0f;
    p.y /= 64.0f;

    mPlayer->getComponent<AI>()->setPathTo(p.x, p.y);
}

bool HelloWorld::ccTouchBegan( CCTouch *pTouch, CCEvent *pEvent )
{
    return true;
}
